Files
test2/source/blender/nodes/shader/nodes/node_shader_script.cc
Bastien Montagne dd168a35c5 Refactor: Replace MEM_cnew with a type-aware template version of MEM_callocN.
The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly
replace most of its usages with the new, C++-style type-safer template version.

* `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`.
* `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`.
* `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`.

Similar templates type-safe version of `MEM_mallocN` will be added soon
as well.

Following discussions in !134452.

NOTE: For now static type checking in `MEM_callocN` and related are slightly
different for Windows MSVC. This compiler seems to consider structs using the
`DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default
copy constructors are deleted). So using checks on trivially
constructible/destructible instead on this compiler/system.

Pull Request: https://projects.blender.org/blender/blender/pulls/134771
2025-03-05 16:35:09 +01:00

105 lines
2.8 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.hh"
#include "RNA_access.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
namespace blender::nodes::node_shader_script_cc {
static void node_shader_buts_script(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiLayout *row;
row = uiLayoutRow(layout, false);
uiItemR(
row, ptr, "mode", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND, std::nullopt, ICON_NONE);
row = uiLayoutRow(layout, true);
if (RNA_enum_get(ptr, "mode") == NODE_SCRIPT_INTERNAL) {
uiItemR(row, ptr, "script", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
else {
uiItemR(row, ptr, "filepath", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
uiItemO(row, "", ICON_FILE_REFRESH, "node.shader_script_update");
}
static void node_shader_buts_script_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
uiItemS(layout);
node_shader_buts_script(layout, C, ptr);
#if 0 /* not implemented yet */
if (RNA_enum_get(ptr, "mode") == NODE_SCRIPT_EXTERNAL) {
uiItemR(layout, ptr, "use_auto_update", UI_ITEM_R_SPLIT_EMPTY_NAME, std::nullopt, ICON_NONE);
}
#endif
}
static void init(bNodeTree * /*ntree*/, bNode *node)
{
NodeShaderScript *nss = MEM_callocN<NodeShaderScript>("shader script node");
node->storage = nss;
}
static void node_free_script(bNode *node)
{
NodeShaderScript *nss = static_cast<NodeShaderScript *>(node->storage);
if (nss) {
if (nss->bytecode) {
MEM_freeN(nss->bytecode);
}
MEM_freeN(nss);
}
}
static void node_copy_script(bNodeTree * /*dst_ntree*/, bNode *dest_node, const bNode *src_node)
{
NodeShaderScript *src_nss = static_cast<NodeShaderScript *>(src_node->storage);
NodeShaderScript *dest_nss = static_cast<NodeShaderScript *>(MEM_dupallocN(src_nss));
if (src_nss->bytecode) {
dest_nss->bytecode = static_cast<char *>(MEM_dupallocN(src_nss->bytecode));
}
dest_node->storage = dest_nss;
}
} // namespace blender::nodes::node_shader_script_cc
void register_node_type_sh_script()
{
namespace file_ns = blender::nodes::node_shader_script_cc;
static blender::bke::bNodeType ntype;
sh_node_type_base(&ntype, "ShaderNodeScript", SH_NODE_SCRIPT);
ntype.ui_name = "Script";
ntype.ui_description =
"Generate an OSL shader from a file or text data-block.\nNote: OSL shaders are not "
"supported on all GPU backends";
ntype.enum_name_legacy = "SCRIPT";
ntype.nclass = NODE_CLASS_SCRIPT;
ntype.draw_buttons = file_ns::node_shader_buts_script;
ntype.draw_buttons_ex = file_ns::node_shader_buts_script_ex;
ntype.initfunc = file_ns::init;
blender::bke::node_type_storage(
ntype, "NodeShaderScript", file_ns::node_free_script, file_ns::node_copy_script);
blender::bke::node_register_type(ntype);
}